Quick Gameplay Thoughts: August 1

Hi folks,
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**More thoughts on damage later this week**
We&#039;re doing some planning around where damage comes from in LoL at present as mentioned previously. Should have some further thoughts to share in more detail later this week. Things we&#039;re particularly looking at are:
* Different systems damage is coming from (how much from kits, versus items, versus runes etc)
* How much damage, from non kit sources in particular, is front loaded (burst versus sustain)
* Which damage sources should/shouldn&#039;t stack together (non stacking unique passive on items for example)
For anyone that missed it also talked last week about how lack of tanks (defensive ones especially) being played can also contribute to damage being high (less champs to soak, more champs per team with high damage output).
https://boards.na.leagueoflegends.com/en/c/developer-corner/2RzBfAcE-quick-gameplay-thoughts-july-27
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**Experimental Game Modes**
As you&#039;ve probably seen we&#039;re trying something new at the moment where we&#039;re putting out a somewhat rough prototype. Goal there is to get early feedback from you folks on what is/isn&#039;t working, help figure out whether a mode has the potential to be a permanent addition to LoL or not. Feedback on the mode (currently called Nexus Blitz), much appreciated. Would be particularly helpful to hear which of the elements that aren&#039;t like other game modes you do or don&#039;t enjoy. Also really interested to hear how your thoughts compare before playing it and after. Are there things that sounded good on paper that weren&#039;t fun in practice, or vice versa?
We&#039;d also love to hear what sort of things you&#039;d like to see tried if we do any further public prototypes like this. Depending on how this goes we might give it another shot with a different mode at some point.
Announcement post for Nexus Blitz for those that haven&#039;t seen it already:
https://boards.na.leagueoflegends.com/en/c/developer-corner/yKk22n3O-experimental-modes-nexus-blitz
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**Gold Funneling penalty in 8.15**
We made a couple of adjustments to the gold funneling penalty on jungle items in 8.15. The first is having it also apply to Twisted Treeline, based particularly off feedback collected from the regions with higher rates of TT play (EUW, EUN, NA, BR, LAN). Let us know how that additon&rsquo;s feeling for you if you play TT, we&rsquo;re certainly open to adjusting it further if needs be.
The second change, which also affects SR, is having the penalty only apply when you&rsquo;ve got the most CS on a team, rather than the most gold. That should remove a lot of cases where early kills result in junglers who aren&rsquo;t being funneled get an early gold lead and therefore get inappropriately penalized. Feedback on that also much appreciated. In particular if you found the 8.14 approach really penalizing, would be great to hear whether this works better for you or whether it&rsquo;s still feeling like you&rsquo;re being penalized at times when playing normally.
http://ddragon.leagueoflegends.com/cdn/6.24.1/img/champion/Ziggs.png

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